This horrifying Discipline allows a vampire to focus and channel his madness into the mind of his victim. It is the signature power of the Malkavians after the Antitribu infected their Camarilla bretheren via the Malkavian Madness Network (previously they used Dominate to "share" their enlightenment). Though anyone mak learn this Discipline, few Kindred ask the Lunatics to teach it to them. Although many are more than happy to "enlighten". The user himself need not be insane, but it tends to be a major part in the wisdom gathering areas of the Discipline. Also, the power does not cause cause madness in the victim, but rather opens doors within the victim's mind and lets what is already present flood out.
 

Passion
Allows the vampire to either amplify or dull the subjects emotions to great extremes. Thought eh vampire cannot chose which emotions to effect, he can decide whether to accentuate or dull. With this he can turn true love into casual interest or mild sadness into depression.

Roll Charisma + Empathy, Difficulty of the subject's Humanity. The number of successes indicates the duration of time the subject is affect. Also, these mental states may add or reduce to Difficulty rolls for resisting Frenzy, Presence, and Virtue rolls. Consult chart below:

1 Success------One Turn.
2 Successes---One Hour.
3 Successes---One Night.
4 Successes---One Week.
5 Successes---One Month.
6+ Successes-Three Months.
 

The Haunting
The vampire can manipulate the sensory centers of the subjects brain, making him see, smell, or hear things that are not really there. These images are brief and fleeting and so the subject only get a small glimpse of each image. Also, the vampire may chose what sense is being effected but cannot control what images the subject percieves. The images usually come when the subject is alone and mostly at night. And they are always unpleasant and unnerving.

Roll Manipulation + Subterfuge, and spend a Blood Point. The Difficulty is the subject's Perception + Self-Control. The number of successes determines the amount of time the subject is "haunted". Consult the chart below:

1 Success------One Night.
2 Successes---Two Nihgts.
3 Successes---One Week.
4 Successes---One Month.
5 Successes---Three Months.
6+ Successes-One Year.
 

Eyes of Chaos
Allows the vampire to piece together from the chaos of nature, or one person's actions, a kind of hidden wisdom. He can anaylize the patterns of behavior in a person, or string to gether random events to get at some truth. Staying true to the enigmatic persona of the Malkavians, this power is uncannily accurate.

Roll Perception + Occult, and concentrate for one turn. The vampire can then distinguish from what he has deduced the Nature of a person or anything the vampire might like to figure out. The Difficulty is determined by the intruicacy of the pattern examined. For example, fiquring out the Nature of a stranger would be (Difficulty 9) while a friend would be 8.
 

Voice of Madness
Allows a vampire to enduce intense hallucinations upon his victim. Simply by addressing his victim a loud allows the vampire to unleash the inner demons of the victim thus causing great fear or depression. The effects of this power can be extremely tragic as the victim tries to exorcise his demons any way possible.

Roll Manipulation + Empathy, and spend a Blood Point (Difficulty 7). The number of successes dictates how many victims are effected, though they all have to be in earshot. All creautres capable of Frenzy must do a Frenzy roll at a Difficulty of +2. Mortals immediately go nuts and don't remember anyting they did while in that state.
 

Total Insanity
Allows the vampire to tap into the deepest recesses of the victim's mind and unleashing it in an overwhelming wave of hysteria. Mortal, Kindred, all sentient creatures should fear this ability.

Roll Manipulation + Intimidation, and spend a Blood Point. Difficulty of the the victim's Willpower. If successful the victim is afflicted with five Derangements. The duration is dictated by the number of successes. Consult the chart below:

1 Success------One turn.
2 Successes---One night.
3 Successes---One week.
4 Successes---One month.
5+ Successes-One year.
 

Master Levels of Dementation
 
 
 

Animalism | Auspex | Celerity | Chimerstry | Dementation | Dominate Fortitude | Necromancy | Obfuscate | Obtenebration | Potence Presence | Protean | Quietus | Serpentis | Thaumaturgy | Vicissitude